Unlike the other games in the series, Force is focused around an extended singleplayer campaign. It's good too, as the emphasis is on commanding squads of mobile suits to take various points on a map. Think of it then as a conquest mode, where each team has a battleship as a base and the objective is to capture spawn points in order to reach the enemy's ship and destroy it. The spawn points also create grunts affiliated with whatever team that has acquired it, a bit like a multiplayer online battle arena game. So capturing these points is key in ultimately being victorious. There are a lot of missions and the setup does vary quite a lot in terms of pacing and scripting. You also have one on one matches with the intent being to unlock the enemy mobile suit you face off against. In terms of the controls and handling, Force is similar to the mainline games in the series but with a few exceptions. Despite the game being called "Extreme", there is no longer an EX gauge anymore. This was switch up mechanic that leveraged the series' updated approach to combat.
A word of warning to fans of the series – there is no other single player mode besides the campaign. To be honest, I was expecting a free play mode where I could set up dream matches, or form a team using my favorite mobile suits, to brawl with the enemy AI. Hopefully this mode will appear later on, maybe as a reward for completing the story mode, or even as a future DLC. Luckily, the game supports multiplayer mode and players can still duke it out with each other. The single player campaign for Gundam Extreme VS Force offers a pretty good variety of missions. In my campaign, I encountered skirmishes, battleship escort, defend the base and conquest type of missions. The game controls its difficulty by assigning players optional objectives to complete. One thing I liked about the game is that some level of strategy is involved, especially now that you can give orders to both your battleship and allied squad mobile suits from a menu. This presented many different strategies to complete each mission.
Gundam-Specific Bits/Funnel: A small, remote ranged weapon that Newtype pilots can control with their mind only (via a "Psychommu System") to attack enemies. The main difference between the two are Bits have onboard reactors, while Funnels are battery powered. Various other equivalents exist in other series (Planet Defensors in Gundam Wing, Dragoons in Gundam SEED, GN Fangs in Gundam 00). i-Field: A type of armament that basically acts as an anti-beam shield by utilizing a type of particle called Minovsky Particles. INCOM: Similar principle as Bits/Funnels, but preceded them and are actually controlled by wires that connect them to the MS. MA: Mobile Armor. While typically used to describe extremely large units in Gundam series, MA is also used to describe units that can transform into flight units (Zeta, Hambrabi, etc). MF: Mobile Fighter. Used exclusively to denote units from the G Gundam series (as opposed to MS). MS: Mobile Suit. Standard name for the mecha units of the series, particularly non-Gundam units.
That's another issue, there's no subtitles during combat. Yeah. Here's Amaro protecting white base, and having a conversation, and unless you speak Japanese, or have seen the anime several times, you have no idea what's going on! I'm sure many of you have always thought, "Wow, if only I had LESS story in my games! " Battles might hold my interest more if I knew what the banter was, but without it they're just clunky messes with unskippable, unreadable intros followed by talking to two of the most annoying characters ever made. (The main story involves these two AI fairies that bicker with each other, and something about evolution. ) Finally, the lock on system is ABSOLUTE AND COMPLETE GARBAGE. Your laser fires infinitely in one direction? Cool, there's no manual aim and your lock on range is limited to about thirty feet ahead of you, even when you can physically see the enemy's mobile suit stomping down the path at you. If I can SEE them, if the enemy's model is completely on screen, I should be able to lock on to them.
Big robot battles for fans, but team fights can be tedious. Get it now Searching for streaming and purchasing options... Common Sense is a nonprofit organization. Your purchase helps us remain independent and ad-free. Get it now on Searching for streaming and purchasing options... X of Y Did this review miss something on diversity? Research shows a connection between kids' healthy self-esteem and positive, diverse representations in books, TV shows, and movies. Want to help us help them? Suggest a diversity update A lot or a little? The parents' guide to what's in this game. Constant theme of "good vs. evil, " characters fighting, working together to save planet. Also strong themes of developing bonds with characters so they can be called on for help. Positive Role Models & Representations Loads of characters from entire Mobile Suit Gundam franchise, so plenty of positive role models to choose from, as well as some villains that can join fight on player's side. Unfortunately, given vast number of characters included, there's not a lot of room to really delve deeply into individual character's personalities.
You'll find Course Battle Mode in the Extend menu, and can set the degree of difficulty, timer, and more. There are a total of eight courses (A to H) and 73 missions. The mission number and difficulty changes based on the course, and the H course is a boss rush challenge. All of the Mobile SUits playable in Extreme Force Mode are playable in Course Battle Mode. By clearing courses, you can earn GP for use in Extreme Force Mode. Custom Button Configuration Assign custom button configurations to the game based on whether you're playing "Extreme Force Mode" and "Extend" (Free Battle, Course Battle). You can even configure the select buttons, left-side screen touch, and right-side screen touch. Or, if you're using a PlayStation TV, you can configure the L2 and R2 buttons. Free Battle Ver 1. 01 Update A screen now appears before battles. Extreme Force Mode Added Element After you clear a mission, you can now freely select a Mobile Suit to challenge the mission again. Use the coupon code " GEMATSU " for 5% off.
Awakening: Carryover term from previous VS titles that describes the act of using your EX Burst. Barrier: BD: Boost Dash. Pressing C twice will perform a boost dash. In combos and shorthand notation this will often be written as >> (and sometimes CC). Boost Hop: Pressing C again at the end of a BD to perform a small hop that gives you an arching movement while maintaining your momentum from the BD, allowing you to cover more ground boost-efficiently and also adjust your movement. Boost Swerve: BR: Beam Rifle armament Braking: Brake cancel: BZ: Bazooka armament Cancel: CSa/CSb: [A] (ranged)/[B] (melee) Charge Shot (CS) CSC: CS cancel - canceling an attack by using CSa/CSb. Cut: Interrupting an enemies combo string against your partner/having your combo interrupted by your target's partner. Down/Down Value: Every attack has an assigned Down value. When a total amount of Down hits 5. 0 or greater the enemy will be forced down into a yellow lock state (see system explanations for more details).